local unitDefs = {

C_BATTLECRUISER_OBJ = {
  name                = "Battlecruiser",
  description         = "Battlecruiser",

  objectName          = "c_battlecruiser_obj.obj",
  script              = "c_battlecruiser.lua",
  buildPic            = "c_escortship.png",  --"c_battlecruiser.png"
  iconType            = "ship",
  category            = [[WATER SHIP WEAPON]],  --LEVEL1 NOTAIR
  TEDClass            = "SHIP",
  movementClass       = "SHIP8",

  -- Cost
  buildCostMetal      = 100,   --2800
  buildCostEnergy     = 0,
  buildTime           = 1000,  --28000,
  power               = 2800,

  -- Damage
  maxDamage           = 14900,
  idleAutoHeal        = 5,
  idleTime            = 900,

  -- Flanking Bonus
  flankingBonusMode   = 3,
  flankingBonusDir    = [[0 0 1]],
  flankingBonusMin    = 0.9,
  flankingBonusMax    = 1.1,

  -- Collision Volume
  collisionVolumeType    = "ellipsoid",
  collisionVolumeTest    = 1,
  collisionVolumeOffsets = [[0 0 5]],
  collisionVolumeScales  = [[30 35 175]],
  modelCenterOffset      = [[0 0 12.6683]],

  -- Movement and Pathfinding
  footprintX          = 8,
  footprintZ          = 8,
  maxVelocity         = 1.8,
  maxReverseVelocity  = 0.25,
  acceleration        = 0.03,
  brakeRate           = 0.03,
  turnRate            = 90,
  turnInPlace         = false,
  minWaterDepth       = 20,

  -- Abilities
  canMove             = true,
  canAttack           = true,
  canGuard            = true,
  canPatrol           = true,
  floater             = true,
  activateWhenBuilt   = true,

  -- Detection
  sightDistance       = 690,
  radarDistance       = 1400,
  sonarDistance       = 690,  --?
  seismicSignature    = 0,

  -- Weapons
  explodeAs           = "UNIT_EXPLOSION_LARGE1",
  selfDestructAs      = "UNIT_SELFD_LARGE1",
  noChaseCategory     = [[SUB PLANE HELICOPTER]],

  weapons = {
    [1] = { def = "C_CANNON_BATTLECRUISER"    , mainDir = [[ 0 0  1]]    , maxAngleDif = 270, },
    [2] = { def = "C_CANNON_BATTLECRUISER"    , mainDir = [[ 0 0  1]]    , maxAngleDif = 250, },
    [3] = { def = "C_CANNON_BATTLECRUISER"    , mainDir = [[ 0 0 -1]]    , maxAngleDif = 250, },
    [4] = { def = "C_CANNON_BATTLECRUISER"    , mainDir = [[ 0 0 -1]]    , maxAngleDif = 270, },
    [5] = { def = "C_CANNON_DESTROYER_1BARREL", mainDir = [[ 1 0  0.176]], maxAngleDif = 180, rangeCircle = true, },
    [6] = { def = "C_CANNON_DESTROYER_1BARREL", mainDir = [[-1 0  0.176]], maxAngleDif = 180, },
    [7] = { def = "C_CANNON_DESTROYER_1BARREL", mainDir = [[ 1 0 -0.176]], maxAngleDif = 180, },
    [8] = { def = "C_CANNON_DESTROYER_1BARREL", mainDir = [[-1 0 -0.176]], maxAngleDif = 180, },
    [9] = { def = "C_TORPEDO_SINGLE"          , mainDir = [[ 1 0  0]]    , maxAngleDif = 120, rangeCircle = true, },
   [10] = { def = "C_TORPEDO_SINGLE"          , mainDir = [[-1 0  0]]    , maxAngleDif = 120, },
  },

  sfxtypes = {
    explosiongenerators = {
      "custom:FLARE_CANNON_LIGHT",  --"custom:FLARE_CANNON_HEAVY",
    },
  },

  customParams = {
    wreckModels = { "c_battlecruiser_obj.obj", "c_battlecruiser_obj.obj" },  --"c_battlecruiser_wreck1.s3o", "c_battlecruiser_wreck2.s3o"
    heapModels = { "3x3d.3do" },

	  soundCategory = "SHIP1",

	  armorThickness = 150,

	  lightDamageChance = 0.4,
	  mediumDamageChance = 0.3,
	  heavyDamageChance = 0.3,
  },
},
}

return lowerkeys(unitDefs)